Not quiet finished but got this down for Spies, would like a few comments back see it it on the right thread!
Optional Rule:
SPIES: The use of Spies by governments to gleam secret information from foreign powers, not always an enemy, has been done by every government at some time or other since what we call the modern society began (and probably even before that).
In a B5 Campaign a Spy will be used to gain knowledge about an enemy system. They will have a chance to find out what is in the system (ie what Strategic Targets are there), what ground defences are there if any, what Satellite and station defences are there and if there is a System Defence Fleet there.
For every Settled World you control (apart from Home World) you are allowed to buy 1 Spy for every Player there is in the campaign. But only a maximum of 2 Spies per Settled world may be used on any one Player.
A Spy must decide what sort and how much information they are going after, the more info they want the harder it is to find and the greater chance of them being discovered. There are 3 types of information a Spy can gather:
Strategic Target
Planetary Defences
System Defence Fleet
You must then decide what level of information you want your Spy to find against the relevant chart.
D6 Strategic Target Information
6 Will learn if there is at least1 Target, plus what type it is (Settled, Dead, etc)
5 Will learn exactly how many Targets there are, and detailed description of 1 random.
4 Will learn everything about the Targets (eg Outpost, Mining, planet size, RR etc)
D6 Planetary Defence Information
6 Will learn if there are any Emplacements, Troops and Satellites.
5 Will learn number of Emplacements and Satellites but not types.
4 Will learn number of Emplacements, Troops, Satellites and types.
D6 System Defence Fleet Information
6 Will learn if there is a system Defence Fleet here.
5 Will learn how many ships there are and type of one craft,
4 Will learn how many ships there are and detailed descriptions of all ships.
The D6 roll is the number required by an Agent to stop the spy, the higher the D6 roll the less detailed the information, the lower the D6 number the more detailed the information learned.
For every Spy used up to 2 Agents may be used in stopping them, you will roll a D6 for every Agent attempting to thwart the Spies efforts, if you roll the relevant number on the chart for the Spy gaining info you have successfully stopped him.
Every time a Spy is used roll a D6, on a roll of a 1 the Spy was captured and removed from the game.